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3D audio culling / keywords needed

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Hi, i'd like to learn a bit about 3D audio management. At first I'm interested in data-structures to store sound-sources (perhaps an octree?) and how to "cull" the sources that are not hearable. But it seems I'm using the wrong keywords as I can't find articles about these topics. So, what are the right keywords/terms? Perhaps someone can point me to some papers? Greetings, Pascal

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